
For V3D, the HW will interpolate slightly differently along the shared edge of the trifan. The conformance tests manage to catch this in the nearest_consistency_* group. To get interpolation to match, we need the last vertex of the triangle to be shared. I first tried implementing draw_rectangle to do triangles instead, but that was quite a bit (147 lines) of code duplication from u_blitter, and this seems much simpler and less likely to break as u_blitter changes. Fixes dEQP-GLES3.functional.fbo.blit.rect.nearest_consistency_* on V3D. Reviewed-by: Marek Olšák <marek.olsak@amd.com>
185 lines
5.6 KiB
C
185 lines
5.6 KiB
C
/*
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* Copyright © 2014-2017 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include <xf86drm.h>
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#include <err.h>
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#include "pipe/p_defines.h"
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#include "util/hash_table.h"
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#include "util/ralloc.h"
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#include "util/u_inlines.h"
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#include "util/u_memory.h"
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#include "util/u_blitter.h"
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#include "util/u_upload_mgr.h"
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#include "indices/u_primconvert.h"
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#include "pipe/p_screen.h"
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#include "v3d_screen.h"
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#include "v3d_context.h"
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#include "v3d_resource.h"
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void
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v3d_flush(struct pipe_context *pctx)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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struct hash_entry *entry;
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hash_table_foreach(v3d->jobs, entry) {
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struct v3d_job *job = entry->data;
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v3d_job_submit(v3d, job);
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}
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}
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static void
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v3d_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
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unsigned flags)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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v3d_flush(pctx);
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if (fence) {
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struct pipe_screen *screen = pctx->screen;
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struct v3d_fence *f = v3d_fence_create(v3d);
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screen->fence_reference(screen, fence, NULL);
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*fence = (struct pipe_fence_handle *)f;
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}
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}
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static void
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v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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struct v3d_resource *rsc = v3d_resource(prsc);
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rsc->initialized_buffers = 0;
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struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
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prsc);
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if (!entry)
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return;
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struct v3d_job *job = entry->data;
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if (job->key.zsbuf && job->key.zsbuf->texture == prsc)
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job->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
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}
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static void
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v3d_context_destroy(struct pipe_context *pctx)
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{
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struct v3d_context *v3d = v3d_context(pctx);
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v3d_flush(pctx);
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if (v3d->blitter)
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util_blitter_destroy(v3d->blitter);
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if (v3d->primconvert)
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util_primconvert_destroy(v3d->primconvert);
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if (v3d->uploader)
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u_upload_destroy(v3d->uploader);
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slab_destroy_child(&v3d->transfer_pool);
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pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);
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pipe_surface_reference(&v3d->framebuffer.zsbuf, NULL);
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v3d_program_fini(pctx);
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ralloc_free(v3d);
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}
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struct pipe_context *
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v3d_context_create(struct pipe_screen *pscreen, void *priv, unsigned flags)
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{
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struct v3d_screen *screen = v3d_screen(pscreen);
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struct v3d_context *v3d;
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/* Prevent dumping of the shaders built during context setup. */
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uint32_t saved_shaderdb_flag = V3D_DEBUG & V3D_DEBUG_SHADERDB;
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V3D_DEBUG &= ~V3D_DEBUG_SHADERDB;
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v3d = rzalloc(NULL, struct v3d_context);
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if (!v3d)
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return NULL;
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struct pipe_context *pctx = &v3d->base;
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v3d->screen = screen;
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int ret = drmSyncobjCreate(screen->fd, DRM_SYNCOBJ_CREATE_SIGNALED,
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&v3d->out_sync);
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if (ret) {
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ralloc_free(v3d);
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return NULL;
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}
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pctx->screen = pscreen;
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pctx->priv = priv;
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pctx->destroy = v3d_context_destroy;
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pctx->flush = v3d_pipe_flush;
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pctx->invalidate_resource = v3d_invalidate_resource;
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if (screen->devinfo.ver >= 41) {
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v3d41_draw_init(pctx);
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v3d41_state_init(pctx);
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} else {
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v3d33_draw_init(pctx);
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v3d33_state_init(pctx);
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}
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v3d_program_init(pctx);
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v3d_query_init(pctx);
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v3d_resource_context_init(pctx);
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v3d_job_init(v3d);
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v3d->fd = screen->fd;
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slab_create_child(&v3d->transfer_pool, &screen->transfer_pool);
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v3d->uploader = u_upload_create_default(&v3d->base);
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v3d->base.stream_uploader = v3d->uploader;
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v3d->base.const_uploader = v3d->uploader;
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v3d->blitter = util_blitter_create(pctx);
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if (!v3d->blitter)
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goto fail;
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v3d->blitter->use_index_buffer = true;
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v3d->primconvert = util_primconvert_create(pctx,
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(1 << PIPE_PRIM_QUADS) - 1);
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if (!v3d->primconvert)
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goto fail;
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V3D_DEBUG |= saved_shaderdb_flag;
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v3d->sample_mask = (1 << VC5_MAX_SAMPLES) - 1;
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v3d->active_queries = true;
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return &v3d->base;
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fail:
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pctx->destroy(pctx);
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return NULL;
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}
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